1. General Points

1.1 ETF2L Time zone = CET/CEST

ETF2L announces all times in either Central Europe Time (CET) or Central European Summer Time (CEST). All matches have to be entered in CET/CEST. A clock displaying the current time can be found on the homepage. [Link]

1.2 Scheduled matches have to be entered on the League Calendar

All scheduled matches are supposed to be entered on the ETF2L Calendar. Teams may only claim a Default Win if the match has been entered on the calendar.

Every match has its own schedule and match deadline. All deadlines can be found on our [Calendar] or at the [Events] subpage.

Default Dates for every match are set on Saturday at 23:59 by reviewing each teams submitted playdays. After that, the date can only be changed if both teams agree on another date.

1.4 Use the match comments to record agreements on mercs, servers and other cases

We encourage using the match comments to keep in touch with your opponents. Any agreement between two teams regarding the use of mercs or servers must be recorded on the relevant match page, and cannot be retracted. Only Leaders and Deputies are given the authority to make decisions on these issues.
If your opponent allows a merc, you are expected to extend the same courtesy to them.

1.5 Only submitted playdays are used to generate the Default Date

Default dates in the Season and playoffs are issued using only on league rules, newsposts and submitted playdays from both teams. Schedule proposals, notices of availability and any other schedule-related communication exchanged between players, teams and casters, or in private conversations with admins is not valid and will be ignored when deciding default dates.

Every case will be reviewed individually and penalties may vary based off of the severity of each offense.
Any decisions made will be at the discretion of the admin team and all circumstances are going to be taken into account.

1.7 Betting & Gambling policy

ETF2L holds no responsibility for risks connected with gambling or betting on third-party services.
This includes (but is not limited to) lost bets, overturned results or other events leading to the loss of valuables and/or profit.

Players caught betting on their own matches, taking bribes or having an incentive to tamper with the genuine result of a match in any way are subject to penalties such as league bans and potential bans on the third-party service site.
Naturally the usage of alternative accounts or other people as betting proxies is also forbidden, accomplices will face a penalty aswell.

1.8 Disruption of ETF2L and it’s services are strictly forbidden

Causing disruption to the ETF2L ( the ETF2L website, ETF2L matches or any other service run by ETF2L ) is strictly forbidden.
This includes (but is not limited to) intentionally connecting to an in-game server during an ongoing match, tampering with server settings to disrupt or create an advantage for a team, attacking a server with a Denial of Service attack, connecting to a team’s voice server during an ongoing match with the intention to cause disruption etc.

Every case will be reviewed individually and penalties may vary based off of the severity of each offense.
Any decisions made will be at the discretion of the admin team and all circumstances are going to be taken into account.

2. Players

2.1 All players are welcome

Any player of any country is welcome to play in the ETF2L. However, ETF2L reserves the right to exclude certain players from any competitions.

2.2 Only players with correctly entered Steam IDs are eligible

All players need to be registered on ETF2L, with their SteamID linked to their profile. Using a player not registered on ETF2L will result in the match being defaulted in the opponents’ favour.

A player that’s not verified on a team’s roster (listed as unverified on the roster, or not on the roster at all) counts as merc. Competition specific rules apply.

2.3 One team change per competition allowed

A “team change” counts as joining another team and playing a competitive match for that team. Every player is allowed to change team once during a competition. A player changing from a “dead team” does not count as change. A team counts as “dead” for the player in question, if it has at least one more open match in the competition. After the player leaves the roster, they must not play another match in the competition to count as “dead”.

2.4 Every player has to record Demos

Demos can be requested by an admin or any player of the opposing team.
Admins may request demos up to the end of the competition the match was played in (until the wrap up post is published). They can request as many demos as they require.
The opposing team can request demos up to 48 hours after the match was scheduled to start. They can request demos from up to 2 players, who will then have to provide their demos for all played maps.
A player whose demos have been requested has 72 hours to upload the demo, starting from the time the request was made. All requested demos up to 64 MB have to be uploaded to ETF2L. Links to third party hosters will be ignored.
Failure to supply a requested demo will be punished.

2.4.1 Penalties for not providing requested demos

Failure to supply a requested demo will result in penalties for both the player and their team. If a player fails to supply their demos multiple times while playing for the same team the team will be given a more severe punishment.

Player penalties.
– First time: No ban.
– Second time: Player is banned for two weeks from all ETF2L competitions.
– Third time: Player is banned for two months from all ETF2L competitions.
– Fourth time or more: Player is banned for one year from all ETF2L competitions.

Team penalties.
– First time: Minor warning that can be removed if the demo is uploaded
– Second time: Major warning that cannot be removed.

Penalties are applied if a requested demo is not provided within 72 hours. Major warnings and bans are not removable.

2.5 Abusive chat, nicknames and avatars are not welcome

Try not to use the chat function during a match unless it is in a positive manner. Any offensive chat as well as spamming binds may lead to a warning for your team. Chat abuse and racist or offensive names/steam avatars will not be tolerated and may be punished with warnings or bans.

2.6 No account sharing and multi accounts

Every player is limited to only one ETF2L account at any time. A person creating multiple accounts or multiple players using one account is not allowed. Multiple players from the same household (family, close friends, roommates, …) that may be sharing the same IP address must notify admins and use seperate ETF2L and Steam accounts.
Players caught creating multiple ETF2L accounts or allowing use of their Steam account to a third party in official matches may face punishment ranging from deactivation of the account to reversal of match results and a major warning for fraud or a league ban. Each case will be reviewed individually and penalties will be assigned based on severity of the offense and its impact on the competition. If you wish to change the attached Steam ID of your ETF2L account, contact admins and they will change it for you.

2.7 No wiping of a player’s ETF2L history

We do not wipe a player’s ETF2L history – matches played etc. – in any way, be it by deleting an account or by allowing a player to use a new account, while blacklisting the older account. We can switch Steam accounts linked to a player’s ETF2L account however.

3. Match Rules

3.1 League Configs must be used for all matches

All ETF2L matches have to be played with up-to-date versions of our [League Configs].

3.2 Status & Scoreboard screenshots required

One member of each team has to take a status screenshot before a match is starting and after every player switch. A screenshot of the final score has to be taken at the end of every map/round. Please note that a scoreboard screenshot is not sufficient for all attack/defense maps as it does not show the winner – the screenshot explicitly declaring one team to be the winner is required instead. Screenshots can be uploaded while submitting the result or by either team leader at a later date.

If any map screenshots are missing after the match’s result deadline, and the result has not been verified by the teams, both teams will receive a minor warning. Missing status screenshots will be punished with a minor warning even if the teams verify the result. The second violation of this rule will be punished with a major warning.

Warnings for missing screenshots can be removed by providing the missing screenshot and contacting an admin afterwards.

3.3 Scheduled Matches can only be postponed by a reschedule agreement

A scheduled match can only be postponed by an agreement to play on another day by both teams.

3.4 A delay of 15 minutes is allowed

A delay of 15 minutes for showing up for a match is allowed. If a team fails to have a complete team ready on the server 15 minutes after the match was supposed to start, the other team may claim a Default Win.

After a map change, both teams have 10 minutes to organise, starting when the first player joins the server. If a team fails to have a complete team ready on the server after that, the other team can claim a Default Win, however only for the map concerned, not for the entire match.

For claiming a Default Win, please make a status screenshot of your team available on the server at match time, gather any evidence you think concludes the case (demos or server logs) and contact an admin about the issue as soon as possible.

3.5 Switching line-ups or hijacking teams is not allowed

Only half of a team’s active line-up may be changed during one season. Any player that joins the roster after the main season starts is classified as “new”. If half or more of the players you use in a match are “new”, you may receive a warning or suffer a default loss. A team can receive multiple punishments during the season if they continue to use a roster of “new” players, even if that roster remains the same.
In order to allow leniency for teams that are forced to change their line-ups, we require team leaders to contact admins on IRC when facing extreme roster changes. We will deal with each case individually, and all factors will be taken into account.

3.6 The amount of players with higher experience is limited

A team’s active line-up may only consist of a limited amount of higher skilled players that joined after the Provisional Tiers were published. A point system is used to determine this restriction. A player will be given a “point” for each tier of experience higher than the division of the team he joins. For example, a high player joining an open team will count as 2 points. A player counts as “experienced” in the tier if, during the last three seasons, they played 3 or more officials in that tier. For example, for Season 10 experience, we will look at matches from Season 7 onwards.

Each team has a 2 point limit (3 for Highlander). If you go over the limit you will be punished. Please contact the admins on IRC if you need your case to be reviewed. Admin discretion will be used when dealing with specific cases.

3.7 Player changes during a match

Teams are allowed to switch players during the game, with or without a pause, to a maximum of 1 player per map, so long as they are entered correctly on the team roster. However, using this to bypass spawn times is strictly forbidden. Furthermore, a team may under no circumstances have more than 6 players on the server for 6v6, and no more than 9 for Highlander. Teams are allowed to switch players after a map change (as long as they are entered correctly on the team roster).

3.8 Only authorized spectators allowed

Only spectators authorized by the league, or for the use of Source TV, are allowed.

3.9 Teams may request a pause if problems occur

Teams may request a pause at any time during a match. Reasons for pausing can include:

– Player drop

– Server problems

– The match is unplayable due to network issues

If you need to pause, you must clearly request a pause and give a reason for it (for example: “Pause please, player drop”). The other team is then required to pause at the first appropriate time (e.g. not in the middle of a push). Teams must pause within 15 seconds of being asked. Not responding to a pause request will lead to penalties like a minor warning accompanied with the forfeit of the round in question, or, in extreme cases, a major warning and forfeit of the map.

You may not resume the game under any circumstances without giving proper warning to the other team.

Each team has the right to one pause per map.

A pause may not last longer than 5 minutes.

If your opponent allows a pause longer than 5 minutes or more than one pause you are expected to extend the same courtesy to them.

3.10 Warnings may lead to point deduction or removal from a competition

Minor or Major Warnings for missing match media can be removed if an admin is contacted after the missing media was submitted to the site. If the Minor Warnings in question already stack up to a Major Warning, the Minor Warnings are no longer removable.

General System

3 Minor Warnings = 1 Major Warning

1 Major Warning = deduction of 1 point

2 Major Warnings = deduction of 3 points

3 Major Warnings = expulsion from the league

Minor Warnings

Incorrect/missing screenshot (Can be removed if the screenshot is provided later)

Using an unregistered player

Using a merc without permission

Violating the Pause Rule (1st time)

Using a banned weapon

Use of non-English language (Note: Other languages are allowed if both teams are from the same country.)

Unable to provide a requested Demo (1st time) (Can be removed if the demo is provided later)

Not being able to provide a requested Demo (after 1st time) (Can be removed if the demo is provided later)

Violating the Pause Rule (after 1st time)

Flaming (after 1st time)

Cheating (plus a possible reduction of extra points and banning of the player involved, dependant on the situation)

Any other rule break (after 1st time)

4. Maps

4.1 5CP maps

A 5CP map is a map that features 5 control points. At the beginning of a round, only the middle point can be captured by both teams, the other points are locked. The goal of both teams is to push the enemy back and capture their last point. Examples for this map type are cp_badlands, cp_granary, cp_gullywash_final1, cp_snakewater and cp_process_b10.

4.1.1 Timelimit: 30 minutes

Timelimit 30 has to be used for all 5CP maps.

4.1.2 Winlimit: Point difference of 5

If a team reaches a 5 point lead on a 5CP map, that team wins the map.

4.1.3 Golden Cap: Decider round in case of a draw

If the score is tied after the timelimit has been reached, a decider round (golden cap) will have to be played. The golden cap will be played with winlimit 1 and timelimit 0. The winner of a map that ended with a golden cap round gets 2 points, the loser gets 1 point.

4.2 King of the Hill maps

King of the Hill (KOTH) maps have one single point in the middle of the map. After a short time, the point unlocks and can be captured. usually, the point will have to be held for a total of 3 minutes by one team to score a point. Examples for this map type are koth_viaduct and koth_lakeside.

4.2.1 Timelimit: None

Timelimit 0 has to be used for all KOTH maps.

4.2.2 Winlimit: First to 3

If a team reaches 3 round wins on a KOTH map, that team wins the map. The system in place is called “Best of 5”. To make the win trigger automatically, please use mp_winlimit 3.

4.3 Attack/Defense and Payload maps

Attack/Defence and Payload maps like Gravelpit, Gorge, Steel, Badwater and Upward are played with stopwatch mode. This means the first team attacking will set a time and amount of captures, which the second team will then have to beat. Please use the correct config so the time will be tracked automatically. Each round win is considered as 1 point for the purpose of scoring.

4.3.1 Timelimit: None

Timelimit 0 has to be used for all A/D maps.

4.3.2 Winlimit: Best of 3

All A/D and Payload maps are played in a best of 3 format. This means, that the first team that wins two rounds wins the map. A 2:1 result after 3 rounds counts as a Golden Cap win.

4.3.3 ABBA format

A/D and Payload maps have to be played for 2-3 rounds. In the first 2 rounds the ABBA format will be used.

In the case of both teams taking one round (1:1) there will be a decider round. In the first 2 rounds the teams should note the final cap time of the first team attacking. The team that has the best cap time (or more caps in the case a team did not cap all points) can choose if they want to attack or defend first in the 3rd round. Remember to reload the config between rounds, so teams can be switched.

Example: Team A attacks and sets a time of 4:56. Team B then attacks and caps the last point faster then Team A did, setting the score 1:0. Next team B attacks first and sets a time of 5:28, team A then attacks and caps faster. The score is then 1:1 and a decider round will need to be played. Since Team A’s attack time of 4:56 was faster then team B’s 5:28 they can choose who attacks first.

Results must be submitted as two maps (the same map).

If you played two rounds and the match was won 2-0, enter the result as ’2-0′ as result for each map.

If you played three rounds and the match was won 2-1, submit ‘2-1′ as the score for each map and tick the golden cap box for both maps.

4.5 Capture-the-files maps

On capture-the-files (CTF) maps each team has a suitcase with intelligence files in his base. Both teams need to defend their own files while capturing the enemy’s files and bring them to their own base. CTF maps are played as best of 3 rounds. Please use the ETF2L CTF config. Examples for this map type are ctf_turbine_pro_rc2 and ctf_doublecross.

4.5.1 Timelimit: 3x 10 minutes

Each round uses a timelimit of 10 minutes.

4.5.2 Winlimit: First to 5, best of 3

If a team reaches 5 captures on a CTF map, that team wins the round. If no team manages to capture the intelligence 5 times during the 10 minutes timelimit, the team with more captures wins the round. The first team to win 2 rounds within 3 rounds total wins the map.

4.5.3 Golden Cap: Decider round in case of a draw

If after 3 rounds there is no clear winner (1-1 or 0-0) , a golden cap round with no timelimit (mp_timelimit 0) and a winlimit of 1 has to be played. The first team to capture one intelligence suitcase wins the golden cap. If neither team captures the intelligence until the time runs out, the golden cap round is repeated until a winner is decided. The winner of a map that ended with a golden cap round gets 2 points, the loser gets 1 point.

4.6 Deciding sides: Melee fight if teams do not agree

If teams can not agree which team plays red and which team plays blu, they must perform a Heavy Fist Fight. Please note no unlocks may be used during a heavy fist fight. Only the standard stock fists are allowed. [Explanation].

4.7 Map specific rules

4.7.1 pl_upward: No killing during the setup time

Players may not kill enemy players during the setup time.

5. Servers

5.1 Be reasonable regarding servers

Both teams can agree on the server which both maps are played on, or agree to play one map on each clan’s server.

Make sure the server is adequate before you start – complaints cannot be made after the match.

5.2 European server recommended

The ETF2L is a European League, you cannot force opponents to play on non-European servers. We strongly recommend using servers located central in Europe, such as the Netherlands or Germany.

5.3 Servers need to be password protected

All servers used for ETF2L matches must be password protected.

5.4 Unusual server settings may be considered cheating

Servers with abnormal settings may be refused for matches by the league and/or be classed as cheating.

5.5 Servers must be started with “-sv_pure”

Match servers must have the parameter “-sv_pure” or “-sv_pure 2” in the launch options to support the sv_pure setting. sv_pure must be set to 2 in all ETF2L competitions.

6. Cheats & Scripts

6.1 Bug-Using is not allowed

Any kind of “Bug-Using” is not allowed. Player using bugs will be punished. If you are unsure about the legality of any sneaky spot on a map, please contact an admin to clarify the situation and prevent complaints from your opponent.

6.2 Cheats are not allowed

Any kind of cheats are not permitted. Players who are found guilty of using cheats will be banned for 1 year from any ETF2L competitions. There is no appeal process for bans.

6.3 Scripts

Scripts that allow a player to perform an action in-game that he would not be able to execute without the script, or scripts that purposefully disrupt the player hitbox are banned. Scripts that freeze or glitch the player model (e.g. in mid-air to be less predictable) to make it harder to hit are also banned.

Usage of banned scripts will be penalized on a case-by-case basis, depending on the intent of the script, the impact on the matches the script. Possible penalties may include warnings, default losses for one or more match rounds and league bans for repeated offenses.

Examples of banned scripts:

Chargeturn script (this includes the use of other peripherals to achieve sharper turn angles)

If you are unsure about the legality of a particular script, please contact an admin to clarify the situation before using the script in an official match.

6.4 Taunt slide bug is forbidden

During a match, players may not use a combination of Taunt and Jump or taunt while falling from ledges (it affects the hitboxes).

6.5 VAC Bans

As of March 15, 2012, any player with a VAC ban on the Source engine will be banned for 1 year. Players with VAC bans that do not apply to Team Fortress 2 will not be affected. Players receiving VAC bans before March 15, 2012 will not be affected.

6.6 Exploiting the retry command is not allowed

Reconnecting to the server to reset your respawn time and gain an unfair advantage is considered exploiting, and may be punished with a default loss for the map and a minor warning for the offending team.

7. Admins

7.1 Requesting admin help

To request help from an admin or to file a match complaint, please join our IRC channel #etf2l on quakenet, type !admin and wait for the next free admin to respond. Please do not add admins on Steam to ask questions or directly query them on IRC.
If you do not have an IRC client installed on your pc you may use our webchat plugin.

7.2 Admins on the staff page

All active admins are shown at the staff page. When requesting help from an admin on IRC you may specify for which competition you need an admin, e.g. !admin highlander or !admin 6v6

7.3 Admin discretion

The ETF2L rules are enforced at the discretion of the admin team. Any complaints will be judged on a case-by-case basis and different punishments may be handed out in each case.

Explanation: “Default Date”

ETF2L sets a default date for all matches, based on the submitted available playing days for both teams. Teams can still play on a different date if both teams agree, but no later than the deadline for the match.

If one of the teams cannot play on the default date and the other refuses to reschedule, the other team can assemble at the default date and request a default win 15 minutes after it passes.

Explanation: “Map Elimination System”

This system is used to decide maps for playoff and tiebreaker matches when specified by the competition.

Case 1: For any matches where both teams are equally seeded (e.g. tie-breaker matches, cups), the following system has to be used.

Both teams need to agree on who eliminates first. If the two teams cannot agree, they need to perform a heavy fist fight [Explanation]. The winner of this heavy fist fight can decide if he wants to start of if the other team should.

Team A eliminates a map

Team B eliminates a map

Team B picks a map

Team A picks a map

Team A bans a map

Team B bans a map

The remaining map is the decider map.

Case 2: For any matches where both teams are unequally seeded (e.g. playoffs), the following system has to be used.

The higher seeded team can decide if they want to start or if the other team should.

Team A eliminates a map

Team B eliminates a map

Team B picks a map

Team A picks a map

The higher seeded team chooses the decider map from the remaining three maps.

For both cases a seven map pool is assumed. If less maps are available, instructions on how to proceed will be given on the match pages.

Explanation: “Heavy Fist Fight”

A heavy fist fight can be used to settle arguments over map pick advantages, choice of colour or as decider round. Please only use a heavy fist fight to settle an argument when it is explicitly stated in the rules of the competition or advised by an admin.

One Heavy from each team fight a melee fist fight where the winning team gets to decide which side to start on, get the map pick advantage in a situation with no higher seed, or win the decider round. No unlocks, weapon-switching, buffs or healing of any kind, taunting, camping or fleeing is allowed. Multiple heavies from each team are allowed as well, if both teams agree.

Explanation: “Loser’s pick”

This system is used to decide maps for playoff and tiebreaker matches when specified by the competition.

High seed picks the first map

Loser of the first map picks the second map

Loser of the second map picks the tiebreaker map (if necessary)

For any matches where both teams are equally seeded (e.g. tie-breaker matches, cups), the following system has to be used.

Both teams need to agree on the first map. If the two teams can not agree, they need to perform a heavy fist fight [Explanation].